a) add a new method gamesnd_game_sound_exists
b) add script support for this new method
c) use this method when checking for existence of ballistic rearming sounds
d) prevent "empty" and "none" sounds from triggering warnings
This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
One small detail that was overlooked in PR #3021... KeldorKatarn's old code used `strtod` while the new code used `stuff_float`. This wouldn't be a problem except that a couple MVP models use annoyingly formatted floats like 8.9e-08. So I decided to convert `stuff_float` to use `strtof` and do some more upgrades while I was at it.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
This converts the previous int handles to a strongly-typed wrapper
handle which will make the API more self-documenting and will ensure
that wrongly used handles are detected at compile time.
I already found a few mistakes with these changes which I also fixed
here.
If a sound did not receive a valid sound name then the parsing function
would exit early and not set the pitch range properly. This would cause
a divide by zero if the duration of the sound was queried.
This moves the initialization of the pitch range to the start of the
parsing functions which makes sure that the range is initialized even if
the function exits early.
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.
This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.
As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
This can happen if a script tries to determine the length of a sound
before actually playing it. This fixes the assertion by loading the
sound when it is necessary.
This adds support for specifying multiple sounds for a single game sound
entry. The engine then selects which sound will be played based on the
strategy provided by the game data. This required a few changes to some
of the game code since previously every game sound had exactly one sound
file attached to it. The most notable change is that it is no longer
possible to determine the exact duration a sound can have so instead the
new code computes the maximum duration a sound can have and uses that
where appropriate.
This also adds support for randomizing the pitch and volume of the sound
to provide a more varied experience even if only a single sound is used.
One possible issue that exists is that the "sequential" strategy only
works globally at the moment so if two sources use the same game sound
concurrently then the two sources will share the sequence of sounds
since there is no sound instance data at the moment. That can be added
in a future change but should not present a huge issue for most
use-cases.
Visual Studio on Appveyor somehow causes deprecation error on _our_
definition of vsprintf. I have no idea why these changes introduced this
warning but I won't debug Visual Studio compiler bugs that I can't
reproduce with my Visual Studio version so I just disabled those
warnings.
This makes it easier to determine what takes the most time while loading
the mission (loading models) and how we could optimize that load time
(optimize model loading).
This is not a bug fix but it also shouldn't cause any regressions since
there are no actual code changes so this could be merged before the
release of 3.8.
The codebase had quite a few instances of .size() being called and then checked to see if it was 0 or not (or less than 1, or greater-than-or-equal-to 1, which are basically equivalent), when .empty() could be called instead (negated or not, depending on what the original condition was).
Add support for enhanced in-mission sound, with 128 audio channels and a
new system for specifying per-sound priorities and concurrent playback
limits using modular extensions of soudns.tbl.
As requested by jg18, this improves the sound.tbl parser to properly handle +nocreate. If the file name of an entry should not be changed you have to specify <same>.
MASSIVE thanks to Mjn.Mixael and Blue Planet for tireless constant testing.
(It's still not perfect, but it probably wouldn't be where it is at without them)
Spans a lot from initial commit to AP Branch in r6835.
git-svn-id: svn://svn.icculus.org/fs2open/trunk@9561 387891d4-d844-0410-90c0-e4c51a9137d3
Allows sound names in addition to sound indexes in the sound lists:
+Intercom sound:
+Misc anim sounds:
+Door sounds:
Extends parse_sound to search in the interface sound table instead of the main sound table.
For further discussion see, http://www.viva64.com/en/b/0093/
The scenarios where it will improve performance are under Debug builds. This improvement will however allow quicker use of other profiling tools that need to run on Debug builds.
Note. Code with size_t does not see the performance improvement comparison to iterators due to absence of array overrun check.